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My idea for this is to make all movement work by placing a velocity on entities, which show the direction you want the entity to move. The physics 'engine' will resolve the vector and determine if th…
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include Rigidbody2D and Collider2D
static box colliders first
stretch goals
- rotating boxes
- circles
- 3D versions
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Physics is cool. having mbody and marea is nice for people not needing to build in the physics. because of how things are structured now it may not take that long for porting from plugin to Engine Com…
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When shape boundaries are non-concave, the actual physics boundary is polygon bounding the entire entity instead. For example,
If shape is
"shape": [
{ "x": 0, "y": 0 },
{ "x":…
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We need to connect the Physics Engine to the Voxel Engine. If whoever is working on the Voxel Engine has any input on how/where the Physics Engine is implemented within the Voxel Engine speak now or f…
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### Describe the project you are working on
Rapier Physics Server - a physics server written with rapier which adds stability and new features.
### Describe the problem or limitation you are hav…
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* Motivation: to build something like https://github.com/Voxelers/mcthings/issues/122 (Voxels collisions)
https://www.ibm.com/developerworks/opensource/library/os-physicsengines/ (intro 2011)
http…
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### Test plan
- The original repro below.
- please test all combo boxes / dropdowns and scroll bars found in each of the following floaters:
Gestures
Build
Inventory
Whatever oth…
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**Original report ([archived issue](https://osrf-migration.github.io/gazebo-gh-pages/#!/osrf/gazebo/issues/1787)) by Nate Koenig (Bitbucket: [Nathan Koenig](https://bitbucket.org/%7Bc862cdd9-fcc8-4419…
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See repo: http://chandlerprall.github.com/Physijs/
Tutorial: http://learningthreejs.com/blog/2012/06/05/3d-physics-with-three-js-and-physijs/